15-03-2021, 09:32 AM
(This post was last modified: 15-03-2021, 09:33 AM by josemendez.)
Hi there,
Proxy binding two different skinned meshes is currently not supported, only two different non-skinned meshes, a non-skinned mesh to a skinned mesh, or the same skinned mesh to itself. We're working to add support for this specific case, which we aim to finish in time for Obi 6.2.
The underlying reason is that getting post-skinning mesh data in Unity involves calling BakeMesh(), which is a moderately expensive function, and for the case of two different skinned meshes acting as proxy and target would involve twice the calls to BakeMesh(). We'd like to avoid this is possible.
The trench coat scene binds the outer layer of the trenchcoat (the one with pockets, rivets, etc) to the inner layer, so it's the same mesh acting as target and proxy: only some vertices are simulated, and the rest are driven by the simulation. Let me know if you need help setting this up.
kind regards,
Proxy binding two different skinned meshes is currently not supported, only two different non-skinned meshes, a non-skinned mesh to a skinned mesh, or the same skinned mesh to itself. We're working to add support for this specific case, which we aim to finish in time for Obi 6.2.
The underlying reason is that getting post-skinning mesh data in Unity involves calling BakeMesh(), which is a moderately expensive function, and for the case of two different skinned meshes acting as proxy and target would involve twice the calls to BakeMesh(). We'd like to avoid this is possible.
The trench coat scene binds the outer layer of the trenchcoat (the one with pockets, rivets, etc) to the inner layer, so it's the same mesh acting as target and proxy: only some vertices are simulated, and the rest are driven by the simulation. Let me know if you need help setting this up.
kind regards,